This is as far as I made it today. Mods, the stats included are all on the GW website, but if it violates IP, yank it down. Thanks much.

I need someone good at mathhammer to figure out points-costs for these units, and maybe some brainstorms on what a landcrawler would be like. Not all of the tables pasted right, but it's a googledoc. Don't worry about the "Turtle Bay" mention - the reason I'm making this cult is because I'm about to start a campaign where a cult plays a key role.

IntroductionA Genestealer Cult is one of the most horrifying armies in the 40k universe. It is not a horde of gibbering terrors set loose from the Warp, or an invading fleet: no, the Cult forms from people you know - friends, neighbors, politicians; all the while calling to the swarm to come and feed. Unlike past lists, which detailed relatively small cults just pushing towards dangerous levels, this details a cult army that is ready to summon the Swarm onto a world ripe for the feast.

Disclaimer

This document is in no way associated with Games Workshop, Citadel, or Warhammer 40,000. This is an unofficial work of a fan who loves this largely ignored aspect of the 40k universe.

40k Game

In order to use this book, you will need to have the Warhammer 40,000 Rulebook. Citadel miniatures offers a wide range of figures that could be converted to create the army laid out in this book. This book will give you all the information you need to have to play a Genestealer Cult Army, with the exception of units described in official Games Workshop Books. In those cases, the book and page number of the corresponding unit is given instead.

Why collect a cult army?

In the vein of pod people and subtle invasions, the Genestealer Cult is an insidious force that devours a target world from within. Working slowly on a planet’s society, a cult works it’s way into positions of power and influence. Sometimes this is a quick process, taking weeks or months. Other times it’s a much slower process, taking decades and generations before it comes to fruition.

Unlike most armies of the galaxy, Cult armies are diverse and made up of mostly normal, untrained people, but bolstered by mutants and the ferocious genestealers. Never ones to engage in stand-up fight, the Cult prefer to works from within, not striking until the Hive Ships are overhead, tendrils sweeping down to suck the life from the planet. To achieve this end, Cult armies utilize any number of dirty tricks, from hidden bombs to suicide bombers, from giant hybrid mutants to psychic choirs that bring the full terror of the coming swarm to their enemy.

When they’re younger, cult armies lack in training and equipment, and they make up for this deficit in shear numbers and subterfuge. But as the cult grows, it also diversifies, infecting members of the local militia and government. Occasionally, this offers a boon of equipment that a smaller, younger cult simply wouldn’t have access to.

A cult begins simply enough, a lone genestealer stowing away on a ship, stowing away quietly in air shafts or between the hulls. It bides its time, hibernating, for centuries if necessary, until the time that the ship arrives at a new world ripe with biomass. Then the genestealer comes alive and finds a victim. With its raspy, barbed tongue, the genestealer infects the victim, inserting its own DNA and corrupting the target completely. From that point forward, the victim will only see the genestealer as beautiful and will do anything to protect it, moving it down to the planet below in secret.

From here, the infection spreads: the Primarchii is driven to breed and by doing so infects others, who in turn infect others. The offspring of this first generation are horrible mutants, little more than clever, very dangerous animals. Mostly kept hidden from the rest of society, this second generation is used as little more than breeding stock and, when the cult is directly threatened, cannon fodder. The offspring of the second generation are far more clever than their second generation breathren, and with a proper disguise, can almost pass for normal. They have a third arm equipped with a powerful claw capable of easily slicing through armor.

The fourth generation largely lose the mutations of the second and third, with only perhaps a lack of hair or elongated skull to give away their impure genetics. While all of the spawn of the original genestealer possess a kind of brood telepathy, it is stronger with this fourth generation. In addition to being attuned to one another, while they are in close proximity, they will produce a resonance, a “sound” in the warp that psykers say is like singing. When enough of this fourth generation gather with the Magus and sing, it signals a world rich in biomass: this choir reaches out across the void to the hive fleets, beckoning them to come and feed.

Members of this fourth generation tend to be charismatic and possess an allure that seems to allow them access to various leaders of the populace. In this manner, soon even the government and militia begin to fall under the sway of the cult, sometimes openly, sometimes coercively. Rarely, members of the fourth generation will produce powerful psychers. Typically, these operate as priests in the cult, Doomsayers who spread the word to the mutants, the disaffected, the lost and hopeless. Eventually, one will display powers beyond those of its peers; this creature will become the Magus - the spiritual and public face of the cult. As soon as a Magus evolves, the cult begins to grow exponentially, summoning the hive fleets.

The offspring of the fourth generation produce purestrain genestealers, who slink out to begin the process again. A couple will sneak onto trade ships, either by accident or by design, bound for other worlds. As the hive fleet approaches, purestrain genestealers will begin to flee, their desire for self-preservation overwhelming their instinct to breed.

Genestealer Cult

The Cult of Turtle Bay

Fleeing the Swarm

Cults of other racesForces of the Cult

HQMagus

The Magus is the most powerful psyker produced by the fourth generation. While this creature appears to be a normal member of its race, it is not. It projects a disturbing aura around it when it wishes, making psykers extremely uncomfortable, a shadow in the warp that most psykers simply can’t tolerate. Beyond this innate ability, the Magus also possesses a myriad of psychic powers, making it a highly dangerous opponent despite its relatively pedestrian physical abilities. WS BS S T W I A Ld SvMagus 6 3 3 4 3 3 2 10 5+

Special Rules: Psychic Monstrosity: A Magus can use two psychic powers a turn.Unit Composition: 1 MagusUnit Type: Infantry; TyranidWar Gear: Psychic Powers: Warp Field, xxxx, xxxx, xxxxTransport: The Magus may use any transport options available to the army.

Broodlord Patriarch Upon arriving at a new planet, and after a certain number of the populace have been infected, the original genestealer will begin to mutate, becoming much larger and more dangerous. Similar to a Broodlord, this creature becomes even more terrifying. Where the Magus controls the mind of the cult, the Patriarch controls its body; the army of mutants, sympathizers, and generations of genestealers. A horrific shadow behind the scenes that enforces the will of the Magus. WS BS S T W I A Ld SvPatriarch 8 0 5 5 4 8 4 10 3+

Unit Composition: 1 PatriarchUnit Type: Infantry; TyranidWar Gear: Psychic Powers: Shadow in the Warp,Transport: The Patriarch may use any transport options available to the army; it takes up two available spaces.

Doomsayer Priests Below the Magus, spread out among the populace or leading the charge of a cult army, Doomsayers are the spiritual center of the cult. While leading genestealers and Contagii, they are foci of the broodmind. Among sympathizers and mutants, they are inspiring or frightening figures, driving the pitiful creatures before them and not allowing retreat. Doomsayers do not have to deploy together and do not take up an HQ slot on the Force Organization Chart. WS BS S T W I A Ld SvDoomsayer 5 3 3 4 2 4 2 10 4+

Unit Composition: 1-6 DoomsayersUnit Type: Infantry; TyranidWar Gear: Psychic Powers: Shadow in the Warp, xxxxxx, xxxxxTransport: Doomsayers may use any transport options available to the army.

ELITESPrimarcii Fanatics Born of the first generation of infected, Fanatics will gladly lay down their lives for the cult. Enthralled by the genestealers, Fanatics are simply normal people who have been infected. Having been infected later in life, Fanatics typically have their own careers, their own lives, possibly even their own families, but when called on by cult, they will fight ferociously, with no concern for their own well-being. WS BS S T W I A Ld SvFanatics 3 2 3 3 1 4 2 10 6+

Fearless

Unit Composition: 10-50 FanaticsUnit Type: InfantryWar Gear: Psychic Powers: NoneTransport: Fanatics may use any transport options available to the army.

Primacii Choir It is the fourth generation that summons the hive fleet, reaching out with their minds. They live dual lives: first, to call the hive fleet that will consume the plant; second, fearful of the coming swarm. But they cannot fight their instinct, which is to gather in ever greater numbers, and sing.

The Choir projects a Shadow in the Warp from the edge of any member, out to 12”. For every two members beyond the requisite 10, this is increased by 1”. WS BS S T W I A Ld SvChoir 3 2 3 3 1 3 1 10 6+

Unit Composition: 10-40 Choir MembersUnit Type: Infantry; TyranidWar Gear: Psychic Powers: Shadow in the WarpTransport: The Choir may use any transport options available to the army.

Contagii Assasins (Snipers) For certain members of the first generation, a very few have some weapons training before they are infected. Unlike the normal tendency of the infected, these elite units focus on their weapons and use them to target leaders of the opposition. WS BS S T W I A Ld SvAssassin 3 3 3 3 1 3 1 8 5+

Lictor Brood There is no question that large cults attract the attention of hive fleets, but before these hive fleets arrive, other tyranid species make an appearance, sewing discord and fear in the populace. The Lictor is one such creature. WS BS S T W I A Ld SvLictor 6 3 6 4 3 6 3 10 5+

Broodlord Hunters Occasionally, a physical threat arises that the cult can’t deal with surreptitiously. Rarely, this threat is so dire that the cult can’t deal with it through normal means (assassination, overwhelming numbers of cultists, and genestealers). In this case, the cult forms broods of Hunters, Broodlords that fight as a unit, as opposed to leading individual broods of Genestealers. WS BS S T W I A Ld SvHunter 7 0 5 5 3 7 4 10 4+

Infiltrate; fleet

Unit Composition: 3-9 BroodlordsUnit Type: Infantry; TyranidWar Gear: Rending claws, scything talons, hardened carapacePsychic Powers: Aura of Despair, Hypnotic GazeTransport: Hunters may use any transport options available to the army; each takes up two available spaces.

TROOPSGenestealer Purii

By the fifth generation, the infected breed true genestealers. Without the oversight of a Norn Queen, however, these genestealers are far less mutable, not possessing scything talons, toxin sacs , or any of the other mutations that one would find among genestealers in a hive fleet. Those that discount these creatures because of this “lack,” typically are not ready for the greater numbers of genestealers a large cult will have.

Additionally, Genestealers operating far from a hive fleet tend to become far more cunning, utilizing tunnels, side passages, undergrowth, and anything else to sneak up on an enemy, bursting from cover at the worst possible time.

Genestealer Purii have the option of deploying via deepstrike. If they do so, they will become a Fast Attack option for the army. Genestealers deploying in this manner always deepstrike into a piece of terrain, ignoring dangerous terrain checks (they are present in the terrain, they are simply hiding). WS BS S T W I A Ld SvGenestealerBroodlord 67 00 45 45 13 67 24 1010 5+4+

The sixth generation, those created by the second generation of purestrain genestealers, are just as fanatical as the first generation. Even so, they are not given to the same frenetic actions of the first generation. Indeed, these are people that were simply leading out their lives until they were infected. In the presence of a cult member, however, their demeanor changes, and they can’t resist the drive to defend the cult. WS BS S T W I A Ld SvContagii Rabble 2 2 3 3 1 3 1 5 6+

Hybrid Prefect Of the third generation, the cult developes the first members capable of taking the fight to the enemy. More attached to their original species shape and ability to use weapons, but also possessing a powerful claw of a purestrain genestealer, Prefects are cunning and work well together, often leading the charge of lesser cult members.

Maeglinaci Whereas the 1st generation of infected retain their natural appearance, and the third generation is a perfect blend of genestealer and host, the second generation is not so lucky. Maeginaci are horrid creatures, driven mad by the rebelling genetics that created them. Maeglinaci are not terribly clever creatures and, outside of the control of a Tyranid, will likely revert to instinct. Even within the cult, Maeglinaci are hardly respected, treated more like very dangerous cattle than anything else. Moreso than later generations, Maeglinaci are given to mutation. For 5 points, a Maeglinaci can replace their claws with scything talons. For every ten Maeglinaci, and for the +10 points, a Meglinaci can replace their claws with rending claws. WS BS S T W I A Ld SvMaeglinaci 3 0 4 3 1 3 1 5 6+

Contagii Militia It is inevitable that, if one is available, one of the first governmental branches a cult will target is the local militia. Once control of the militia is gained, the cult has much greater cover, not only by gaining an already-trained military force, but by reducing the enemy’s numbers directly. Infecting them at this stage, they retain their memories and training (and weapons), but are completely loyal to the cult, all without showing any outward signs of having changed allegiances. WS BS S T W I A Ld SvInfected TroopInfected SgtHvy Weap Tm 333 333 333 333 112 333 122 787 5+5+5+

Mutant Rabble Cults do not only acquire through infection. Indeed, one of the scarier aspects of a cult is their ability to call on the disaffected to rise up against those who have oppressed them. WS BS S T W I A Ld SvMutant 3 2 3 3 1 3 2 5 5+

Unit Composition: 20-100Unit Type: Infantry; War Gear: Various implements of combatPsychic Powers: NoneTransport: Mutants may use any transport available to the cult.

FAST ATTACKSlinkers Like the cult’s assassins, the so-called slinkers are first-generation infected. While lacking the combat abilities of the assassins, Slinkers have an altogether different role. Blinded by loyalty to the cult, and pushed onwards, Slinkers carry a democharge to the enemy, bursting from cover to throw the explosive, often dying in the process (either due to enemy fire, or the explosion itself). WS BS S T W I A Ld SvSlinker 2 2 3 3 1 3 1 8 6+

Fleet, Can throw demo charge in Assault phase; only deploy by Deepstrike

It is not long after a cult begins to infect the local militia, that they begin to infiltrate the local Imperial Guard. Within a short amount of time, a commander will be infected and become wholly dedicated to the cult’s cause. With this step, the cult is able to procure weapons that would typically only be available to an actual military. By this point, the cult is elevated to a militia of its own, justified by any number of means. WS BS S I A Front Armor Side Armor Rear ArmorLiberated Sentinel 3 3 5 3 1 10 10 10

Liberated Fleet Lighter As the cult grows, it begins to instinctively hunt for ways to escape the planet and thus the coming hive fleet. While the Magus and Patriarch will keep the vast bulk of the cult under control, they will allow a few to escape to unsuspecting ships above, to spread the infection far and wide. One of the ways of control is to allow a few members access to vehicles of flight. The Fleet Lighter is one such vehicle. Lightly armed and armored, Lighters are not common vehicles in combat, used more in a shuttle role. For the cult, however, these vehicles become yet one more way to transport their infection. BS Front Armor Side Armor Rear ArmorLiberated Fleet Lighter 3 11 11 10

Cults will gravitate towards weapons that are good at pacifying a crowd, and few weapons can spark fear like a Hell Hound. Designed to flush enemies out of cover, Hell Hounds are equally adept at driving enemies or populations away from an area, or towards and area where they can more easily be herded and infected. BS Front Armor Side Armor Rear ArmorLiberated Hell Hound 3 12 12 10

Fast; Vehicle

Unit Composition: 0-1War Gear: Inferno Cannon; Heavy Bolter

HEAVY SUPPORTChurch Called by several names, a Church is slow-moving transport that displays all manner of loyalties to the cult. It also displays thick armor and many weapons systems. Within its holds, a church can carry a great number of cult members. Not concerned with such niceties as comfort or personal space, the cult members will jam themselves in, filling every available space within the vehicle. Churches are modified from Land Crawlers, large vessels that are formidable in their own right. BS Front Armor Side Armor Rear ArmorChurch 4 14 13 12

Purii: Original genestealers either seeded onto a planet or picked up by rogue traders, etc. and brought on world.

Contagii: Original population of organisms first infected by Genestealers, basically ordinary humans brainwashed after having the parasitic tumour injected into them. They go an try and mate with whatever comes their way immediately. AKA Brood Brothers and Cultists

1st Generation - Maelignaci: The offspring of two Contagii, or a Contagii and an un-affected host. Horribly mutated while being dim-witted and slow. Used as shock troops.

2nd Generation - Hybrids: The offspring of two Maelignaci. Often bred for certain traits. Mutated but not as badly as Maelignaci (probably two or three arms), still unable to use host technology.

3rd Generation - Pure Hybrids: Offspring of two Hybrids. The least mutated of the Hybrids (usually only 2 arms), can use some host technology (poor WS), made up of neophytes and acolytes (my opinion).

4th Generation - Primacii: Offspring of two Pure hybrids. These individuals resemble the host species enough, fitting in with only a few minor Tyranid characteristics (purplish skin, 5 small chitin plates under the skin). Particularily influencial members will become the Magus. I figure in a cult they would form the Fanatics, Choir and Doomsayer Priests as they are the higher class of the cult and the most psychically attuned.

Purii - The offspring of two Primacii is a pure-bred Genestealer which will then continue on and restart the cycle.

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If you want any help Snapdragon, PM me certain things that you know you'd want for a cult, and I can see what I can do.

ok, I'll try to write down anything that comes up to me as I read this...

first: don't write that this isn't associated with Games workshop. The association is obvious. Write instead that it isn't endorsed by GW in any way, and an unofficial fandex based on their universe.

Magus: Don't allow it options for dedicated transports. Instead, make it an independant character. Second: why T4, while other 4th generation do not have the t4? as an independant character, t3 may be less of a weakness and viable. Perhaps even have a unit that it can join as if being an upgrade character, like a retinue. I'm not sure on that one though. Another special rule: maybe fearless?

patriarch: think about making this an independant character as well. Maybe fearless?

doomsayers should definately be independant characters. Also, they should make any unit they join either fearless or give them a re-roll on any morale or pinning test required to make (or are pinning tests morale tests by default these days?)

fanatics: Give these guys some upgrade characters. Having come from a myriad of backgrouds, there could be guys who have access to other weapons (such as meltaguns or grenade launchers, maybe power fists/weapons) due to having either the money to buy them (aristocratic background) or shady access (hive ganger background). Also, you could keep them at 1 attack and give them a close combat weapon and a pistol, or even dual close combat weapons. As they're normal humans, it's a bit weird that they have more attacks than their trained imperial guard counter attack. I can see the extra initiative and 'trained' weapon skill coming from their fanatisism, but they're not veteran sergeants with 2 attacks

Contagii snipers: give them a weapon with the sniper special rule for wargear so you don't need to mess with special rules elsewhere - just give them 'sniper rifle, range 36", sX, ap6, heavy 1, sniper. This makes them pinning and rending, and in line with sniper units from other armies.

Slinkers: why have the demo-charge thrown in the assault phase? Normal is a one-shot shooting weapon, and I think that works just fine in this case as well.

Liberated Sentinel: at least also give it the option of an autocannon and likely the heavy flamer. I can understand you not having the heavier weapons such as lascannons, missile launchers and plasma cannons.

Hell-hound: You could consider having a similar option, but different... not sure how, but I just thought of the present day riot-police water cannon vehicles (such as these), that with a little modification could also be used as hellhounds. (maybe even just add in in a description, for modelling inspiration)

I don't have any suggestions for the rest yet (not sure if I ever will), and once again it's late, so I'll look my bed up again. Hope this helped!

My thought on making the demo an assault-thrown weapon was giving them the option of running. Oh! And I should have mentioned that I hadn't gone through and done the wargear or options yet, just the basic statline.

that explains a lot - though I would actually add it to the entry to make it clear that that's your intention (something like "this means that the slinkers may run and then still throw the demo-charge in the assault phase")

Made a few updates, added in some wargear. Someone better at the math want to take a stab at point values?

HQMagus 0-1The Magus is the most powerful psyker produced by the fourth generation. While this creature appears to be a normal member of its race, it is not. It projects a disturbing aura around it when it wishes, making psykers extremely uncomfortable, a shadow in the warp that most psykers simply can’t tolerate. Beyond this innate ability, the Magus also possesses a myriad of psychic powers, making it a highly dangerous opponent despite its relatively pedestrian physical abilities. ______WS BS S T W I A Ld SvMagus 6 3 3 4 3 3 2 10 4+

Special Rules: Psychic Monstrosity: A Magus can use two psychic powers a turn. Independent Character.Unit Composition: 1 MagusUnit Type: Infantry; TyranidWar Gear: Carapace Armor, Laspistol, Close Combat Weapon, Frag GrenadesPsychic Powers: Warp Field, For the Sky Mother!, Hypnotic Gaze, Aura of DespairTransport: The Magus may use any transport options available to the army.“For the Sky Mother!” psychic shooting attack that automatically hits on friendly unit within 12”; gains Eternal Warrior

Broodlord Patriarch 0-1Upon arriving at a new planet, and after a certain number of the populace have been infected, the original genestealer will begin to mutate, becoming much larger and more dangerous. Similar to a Broodlord, this creature becomes even more terrifying. Where the Magus controls the mind of the cult, the Patriarch controls its body; the army of mutants, sympathizers, and generations of genestealers. A horrific shadow behind the scenes that enforces the will of the Magus. __________WS BS S T W I A Ld SvPatriarch 8 0 5 5 4 8 4 10 3+

Special Rules: Independent CharacterUnit Composition: 1 PatriarchUnit Type: Infantry; TyranidWar Gear: Bonded Exoskeleton, Scything Talons, Rending Claws Psychic Powers: Shadow in the Warp, Hypnotic Gaze, Aura of DespairTransport: The Patriarch may use any transport options available to the army; it takes up two available spaces.

Doomsayer Priests 0-1Below the Magus, spread out among the populace or leading the charge of a cult army, Doomsayers are the spiritual center of the cult. While leading genestealers and Contagii, they are foci of the broodmind. Among sympathizers and mutants, they are inspiring or frightening figures, driving the pitiful creatures before them and not allowing retreat.Doomsayers do not have to deploy together and do not take up an HQ slot on the Force Organization Chart.__________WS BS S T W I A Ld SvDoomsayer 5 3 3 4 2 4 2 10 4+

Unit Composition: 1-6 DoomsayersUnit Type: Infantry; TyranidWar Gear: Carapace Armor, Laspistol, Close Combat Weapon, Frag GrenadesPsychic Powers: Shadow in the Warp, Enrage, InspireTransport: Doomsayers may use any transport options available to the army.“Enrage” Psychic Shooting attack that automatically hits a friendly unit within 12”; unit may reroll to-hit.“Inspire” Psychic Shooting attack that automatically hits a friendly unit within 12”; unit may use the Doomsayer’s Leadership for that round.

ELITESPrimarcii Fanatics 0-3Born of the first generation of infected, Fanatics will gladly lay down their lives for the cult. Enthralled by the genestealers, Fanatics are simply normal people who have been infected. Having been infected later in life, Fanatics typically have their own careers, their own lives, possibly even their own families, but when called on by cult, they will fight ferociously, with no concern for their own well-being.__________WS BS S T W I A Ld SvFanatics 3 2 3 3 1 4 1 10 5+

Special Rules: FearlessUnit Composition: 10-50 FanaticsUnit Type: InfantryWar Gear: Flak Armor, Lasgun or Laspistol and Close Combat WeaponPsychic Powers: NoneTransport: Fanatics may use any transport options available to the army.

Primacii Choir 0-2It is the fourth generation that summons the hive fleet, reaching out with their minds. They live dual lives: first, to call the hive fleet that will consume the plant; second, fearful of the coming swarm. But they cannot fight their instinct, which is to gather in ever greater numbers, and sing. _______WS BS S T W I A Ld SvChoir 3 2 3 3 1 3 1 10 6+

Special rules: The Choir projects a Shadow in the Warp from the edge of any member, out to 12”. For every two members beyond the requisite 10, this is increased by 1”. Unit Composition: 10-40 Choir MembersUnit Type: Infantry; TyranidWar Gear: Laspistol Psychic Powers: Shadow in the WarpTransport: The Choir may use any transport options available to the army.

Contagii Assasins (Snipers) 0-2For certain members of the first generation, a very few have some weapons training before they are infected. Unlike the normal tendency of the infected, these elite units focus on their weapons and use them to target leaders of the opposition. _________WS BS S T W I A Ld SvAssassin 3 3 3 3 1 3 1 8 5+

Lictor Brood 0-1There is no question that large cults attract the attention of hive fleets, but before these hive fleets arrive, other tyranid species make an appearance, sewing discord and fear in the populace. The Lictor is one such creature. WS BS S T W I A Ld SvLictor 6 3 6 4 3 6 3 10 5+

Broodlord Hunters 0-3Occasionally, a physical threat arises that the cult can’t deal with surreptitiously. Rarely, this threat is so dire that the cult can’t deal with it through normal means (assassination, overwhelming numbers of cultists, and genestealers). In this case, the cult forms broods of Hunters, Broodlords that fight as a unit, as opposed to leading individual broods of Genestealers. WS BS S T W I A Ld SvHunter 7 0 5 5 3 7 4 10 4+

Special Rules: Infiltrate; fleet; move through cover; psychicUnit Composition: 3-9 BroodlordsUnit Type: Infantry; TyranidWar Gear: Rending claws, scything talons, hardened carapacePsychic Powers: Aura of Despair, Hypnotic GazeTransport: Hunters may use any transport options available to the army; each takes up two available spaces.

TROOPSGenestealer Purii 0-4By the fifth generation, the infected breed true genestealers. Without the oversight of a Norn Queen, however, these genestealers are far less mutable, not possessing scything talons, toxin sacs , or any of the other mutations that one would find among genestealers in a hive fleet. Those that discount these creatures because of this “lack,” typically are not ready for the greater numbers of genestealers a large cult will have. Additionally, Genestealers operating far from a hive fleet tend to become far more cunning, utilizing tunnels, side passages, undergrowth, and anything else to sneak up on an enemy, bursting from cover at the worst possible time. Genestealer Purii have the option of deploying via deepstrike. If they do so, they will become a Fast Attack option for the army. Genestealers deploying in this manner always deepstrike into a piece of terrain, ignoring dangerous terrain checks (they are present in the terrain, they are simply hiding). _____________WS BS S T W I A Ld SvGenestealer 6 0 4 4 1 2 10 5+Broodlord 7 0 5 5 3 7 4 10 4+

Contagii Rabble 0-6The sixth generation, those created by the second generation of purestrain genestealers, are just as fanatical as the first generation. Even so, they are not given to the same frenetic actions of the first generation. Indeed, these are people that were simply leading out their lives until they were infected. In the presence of a cult member, however, their demeanor changes, and they can’t resist the drive to defend the cult. _______________WS BS S T W I A Ld SvContagii Rabble 2 2 3 3 1 3 1 5 6+

Special Rules: May use a Tyranid’s Ld within 12”Unit Composition: 20-50 RabbleUnit Type: Infantry;War Gear: Lasguns/Autoguns, 6+ Sub-flak armourPsychic Powers: NoneTransport: The Rabble may use any transport options available to the army.

Hybrid Prefect 0-6Of the third generation, the cult developes the first members capable of taking the fight to the enemy. More attached to their original species shape and ability to use weapons, but also possessing a powerful claw of a purestrain genestealer, Prefects are cunning and work well together, often leading the charge of lesser cult members.

Maeglinaci 0-6Whereas the 1st generation of infected retain their natural appearance, and the third generation is a perfect blend of genestealer and host, the second generation is not so lucky. Maeginaci are horrid creatures, driven mad by the rebelling genetics that created them. Maeglinaci are not terribly clever creatures and, outside of the control of a Tyranid, will likely revert to instinct. Even within the cult, Maeglinaci are hardly respected, treated more like very dangerous cattle than anything else. Moreso than later generations, Maeglinaci are given to mutation. For 5 points, a Maeglinaci can replace their claws with scything talons. For every ten Maeglinaci, and for the +10 points, a Meglinaci can replace their claws with rending claws.

Contagii Militia 0-6It is inevitable that, if one is available, one of the first governmental branches a cult will target is the local militia. Once control of the militia is gained, the cult has much greater cover, not only by gaining an already-trained military force, but by reducing the enemy’s numbers directly. Infecting them at this stage, they retain their memories and training (and weapons), but are completely loyal to the cult, all without showing any outward signs of having changed allegiances. ____________________WS BS S T W I A Ld SvInfected Troop 3 3 3 3 1 3 1 7 5+Infected Sgt 3 3 3 3 1 3 2 8 5+Hvy Weap Tm 3 3 3 3 2 3 2 7 5+

Mutant Rabble 0-2Cults do not only acquire through infection. Indeed, one of the scarier aspects of a cult is their ability to call on the disaffected to rise up against those who have oppressed them. WS BS S T W I A Ld SvMutant 3 2 3 3 1 3 2 5 5+

Unit Composition: 20-100Unit Type: Infantry; War Gear: Various implements of combatPsychic Powers: NoneTransport: Mutants may use any transport available to the cult.

FAST ATTACKSlinkersLike the cult’s assassins, the so-called slinkers are first-generation infected. While lacking the combat abilities of the assassins, Slinkers have an altogether different role. Blinded by loyalty to the cult, and pushed onwards, Slinkers carry a democharge to the enemy, bursting from cover to throw the explosive, often dying in the process (either due to enemy fire, or the explosion itself). WS BS S T W I A Ld SvSlinker 2 2 3 3 1 3 1 8 6+

Special Rules: May only deploy by Deepstrike; A Slinker may Run, in this case, the Slinker may throw their demo charge in the assault phase, forgoing any melee attacks.

It is not long after a cult begins to infect the local militia, that they begin to infiltrate the local Imperial Guard. Within a short amount of time, a commander will be infected and become wholly dedicated to the cult’s cause. With this step, the cult is able to procure weapons that would typically only be available to an actual military. By this point, the cult is elevated to a militia of its own, justified by any number of means.WS BS S I A Front Armor Side Armor Rear ArmorLiberated Sentinel 3 3 5 3 1 10 10 10

Liberated Fleet LighterAs the cult grows, it begins to instinctively hunt for ways to escape the planet and thus the coming hive fleet. While the Magus and Patriarch will keep the vast bulk of the cult under control, they will allow a few to escape to unsuspecting ships above, to spread the infection far and wide. One of the ways of control is to allow a few members access to vehicles of flight. The Fleet Lighter is one such vehicle. Lightly armed and armored, Lighters are not common vehicles in combat, used more in a shuttle role. For the cult, however, these vehicles become yet one more way to transport their infection. BS Front Armor Side Armor Rear ArmorLiberated Fleet Lighter 3 11 11 10

Liberated Hell HoundCults will gravitate towards weapons that are good at pacifying a crowd, and few weapons can spark fear like a Hell Hound. Designed to flush enemies out of cover, Hell Hounds are equally adept at driving enemies or populations away from an area, or towards and area where they can more easily be herded and infected.BS Front Armor Side Armor Rear ArmorLiberated Hell Hound 3 12 12 10

HEAVY SUPPORTChurchCalled by several names, a Church is slow-moving transport that displays all manner of loyalties to the cult. It also displays thick armor and many weapons systems. Within its holds, a church can carry a great number of cult members. Not concerned with such niceties as comfort or personal space, the cult members will jam themselves in, filling every available space within the vehicle. Churches are modified from Land Crawlers, large vessels that are formidable in their own right.BS Front Armor Side Armor Rear ArmorChurch 4 14 13 12

Okay, tweaked a few things: added in assault grenades for a few units, tweaked the ballistic and weapon skills of a few units (untrained soldiers probably shouldn't be as good as Imperial Guard since, fluff-wise, the Imperial Guard are the best-of-the-best that any planet has to offer).

I could still use some advice or opinions as far as points go for these units. I'm thinking something about 12 for the un-upgradable 'Stealers, and something around 120 for a Magus, maybe 7 points or so for the low-end infantry units. Sound fair? Should the Leman Russ/et al be standard point values, or more since this is not their usual army?

HQMagus 0-1The Magus is the most powerful psyker produced by the fourth generation. While this creature appears to be a normal member of its race, it is not. It projects a disturbing aura around it when it wishes, making psykers extremely uncomfortable, a shadow in the warp that most psykers simply can’t tolerate. Beyond this innate ability, the Magus also possesses a myriad of psychic powers, making it a highly dangerous opponent despite its relatively pedestrian physical abilities.______WS BS S T W I A Ld SvMagus 6 3 3 4 3 3 2 10 4+

Special Rules: Psychic Monstrosity: A Magus can use two psychic powers a turn. Independent Character.Unit Composition: 1 MagusUnit Type: Infantry; TyranidWar Gear: Carapace Armor, Laspistol, Close Combat Weapon, Frag GrenadesPsychic Powers: Warp Field, For the Sky Mother!, Hypnotic Gaze, Aura of DespairTransport: The Magus may use any transport options available to the army.“For the Sky Mother!” psychic shooting attack that automatically hits on friendly unit within 12”; gains Eternal Warrior

Broodlord Patriarch 0-1Upon arriving at a new planet, and after a certain number of the populace have been infected, the original genestealer will begin to mutate, becoming much larger and more dangerous. Similar to a Broodlord, this creature becomes even more terrifying. Where the Magus controls the mind of the cult, the Patriarch controls its body; the army of mutants, sympathizers, and generations of genestealers. A horrific shadow behind the scenes that enforces the will of the Magus.__________WS BS S T W I A Ld SvPatriarch 8 0 6 5 4 8 4 10 3+

Special Rules: Independent CharacterUnit Composition: 1 PatriarchUnit Type: Infantry; TyranidWar Gear: Bonded Exoskeleton, Scything Talons, Rending ClawsPsychic Powers: Shadow in the Warp, Hypnotic Gaze, Aura of DespairTransport: The Patriarch may use any transport options available to the army; it takes up two available spaces.

Doomsayer Priests 0-1Below the Magus, spread out among the populace or leading the charge of a cult army, Doomsayers are the spiritual center of the cult. While leading genestealers and Contagii, they are foci of the broodmind. Among sympathizers and mutants, they are inspiring or frightening figures, driving the pitiful creatures before them and not allowing retreat.Doomsayers do not have to deploy together and do not take up an HQ slot on the Force Organization Chart.__________WS BS S T W I A Ld SvDoomsayer 4 2 3 3 2 4 1 10 4+

Special: “Inspiring Presence” - any friendly unit within 12” of the Doomsayer may use its leadership.Unit Composition: 1-6 DoomsayersUnit Type: Infantry; TyranidWar Gear: Carapace Armor, Laspistol, Close Combat Weapon, Frag GrenadesPsychic Powers: Shadow in the Warp, Enrage, InspireTransport: Doomsayers may use any transport options available to the army.“Enrage” Psychic Shooting attack that automatically hits a friendly unit within 12”; unit may reroll to-hit.“Inspire” Psychic Shooting attack that automatically hits a friendly unit within 18”; unit may use the Doomsayer’s Leadership for that round.

ELITESFanatics 0-3Born of the first generation of infected, Fanatics will gladly lay down their lives for the cult. Enthralled by the genestealers, Fanatics are simply normal people who have been infected. Having been infected later in life, Fanatics typically have their own careers, their own lives, possibly even their own families, but when called on by cult, they will fight ferociously, with no concern for their own well-being.__________WS BS S T W I A Ld SvFanatics 3 2 3 3 1 4 1 10 5+

Special Rules: FearlessUnit Composition: 10-50 FanaticsUnit Type: InfantryWar Gear: Flak Armor, Lasgun or Laspistol and Close Combat Weapon, frag grenadesPsychic Powers: NoneTransport: Fanatics may use any transport options available to the army.

Choir 0-2It is the fourth generation that summons the hive fleet, reaching out with their minds. They live dual lives: first, to call the hive fleet that will consume the plant; second, fearful of the coming swarm. But they cannot fight their instinct, which is to gather in ever greater numbers, and sing._______WS BS S T W I A Ld SvChoir 3 2 3 3 1 3 1 10 6+

Special rules: The Choir projects a Shadow in the Warp from the edge of any member, out to 12”. For every two members beyond the requisite 10, this is increased by 1”.Unit Composition: 10-40 Choir MembersUnit Type: Infantry; TyranidWar Gear: Laspistol, flak armorPsychic Powers: Shadow in the WarpTransport: The Choir may use any transport options available to the army. Shadow in the Warp is measured from the edge of the vehicle, in this case.

Slinkers (Snipers) 0-2For certain members of the first generation, a very few have some weapons training before they are infected. Unlike the normal tendency of the infected, these elite units focus on their weapons and use them to target leaders of the opposition. Up to three Slinkers may exchange their las rifles for Sniper Rifles for +10 points each. _________WS BS S T W I A Ld SvAssassin 3 3 3 3 1 3 1 8 5+

Lictor Brood 0-1There is no question that large cults attract the attention of hive fleets, but before these hive fleets arrive other tyranid species make an appearance, sewing discord and fear in the populace. The Lictor is one such creature.WS BS S T W I A Ld SvLictor 6 3 6 4 3 6 3 10 5+

Broodlord Hunters 0-3Occasionally, a physical threat arises that the cult can’t deal with surreptitiously. Rarely, this threat is so dire that the cult can’t deal with it through normal means (assassination, overwhelming numbers of cultists, and genestealers). In this case, the cult forms broods of Hunters, Broodlords that fight as a unit, as opposed to leading individual broods of Genestealers.______WS BS S T W I A Ld SvHunter 7 0 5 5 3 7 4 10 4+

Special Rules: Infiltrate; fleet; move through cover; psychicUnit Composition: 3-9 BroodlordsUnit Type: Infantry; TyranidWar Gear: Rending claws, scything talons, hardened carapacePsychic Powers: Aura of Despair, Hypnotic GazeTransport: Hunters may use any transport options available to the army; each takes up two available spaces.

TROOPSGenestealer 0-4By the fifth generation, the infected breed true genestealers. Without the oversight of a Norn Queen, however, these genestealers are far less mutable, not possessing scything talons, toxin sacs , or any of the other mutations that one would find among genestealers in a hive fleet. Those that discount these creatures because of this “lack,” typically are not ready for the greater numbers of genestealers a large cult will have.Additionally, Genestealers operating far from a hive fleet tend to become far more cunning, utilizing tunnels, side passages, undergrowth, and anything else to sneak up on an enemy, bursting from cover at the worst possible time.Genestealers have the option of deploying via deepstrike. If they do so, they will become a Fast Attack option for the army. Genestealers deploying in this manner always deepstrike into a piece of terrain, ignoring dangerous terrain checks (they are present in the terrain, they are simply hiding)._____________WS BS S T W I A Ld SvGenestealer 6 0 4 4 1 2 10 5+Broodlord 7 0 5 5 3 7 4 10 4+

Rabble 0-6The sixth generation, those created by the second generation of purestrain genestealers, are just as fanatical as the first generation. Even so, they are not given to the same frenetic actions of the first generation. Indeed, these are people that were simply leading out their lives until they were infected. In the presence of a cult member, however, their demeanor changes, and they can’t resist the drive to defend the cult._______________WS BS S T W I A Ld SvContagii Rabble 2 2 3 3 1 3 1 5 6+

Special Rules: May use a Tyranid’s Ld within 12”Unit Composition: 20-50 RabbleUnit Type: Infantry;War Gear:Autoguns (S 3, AP -, Assault 1), 6+ Sub-flak armourPsychic Powers: NoneTransport: The Rabble may use any transport options available to the army.

Hybrid Prefect 0-6Of the third generation, the cult developes the first members capable of taking the fight to the enemy. More attached to their original species shape and ability to use weapons, but also possessing a powerful claw of a purestrain genestealer, Prefects are cunning and work well together, often leading the charge of lesser cult members.

Maeglinaci 0-6Whereas the 1st generation of infected retain their natural appearance, and the third generation is a perfect blend of genestealer and host, the second generation is not so lucky. Maeginaci are horrid creatures, driven mad by the rebelling genetics that created them. Maeglinaci are not terribly clever creatures and, outside of the control of a Tyranid, will likely revert to instinct.Even within the cult, Maeglinaci are hardly respected, treated more like very dangerous cattle than anything else.Moreso than later generations, Maeglinaci are given to mutation. For 5 points, a Maeglinaci can replace their claws with scything talons.

Militia 0-6It is inevitable that, if one is available, one of the first governmental branches a cult will target is the local militia or Planetary Defense Force. Once control of the militia is gained, the cult has much greater cover, not only by gaining an already-trained military force, but by reducing the enemy’s numbers directly. Infecting them at this stage, they retain their memories and training (and weapons), but are completely loyal to the cult, all without showing any outward signs of having changed allegiances.____________________WS BS S T W I A Ld SvInfected Troop 3 3 3 3 1 3 1 7 5+Infected Sgt 3 3 3 3 1 3 2 8 5+Hvy Weap Tm 3 3 3 3 2 3 2 7 5+

Mutant Rabble 0-2Cults do not only acquire through infection. Indeed, one of the scarier aspects of a cult is their ability to call on the disaffected to rise up against those who have oppressed them.______WS BS S T W I A Ld SvMutant 3 2 3 3 1 3 2 5 5+

FAST ATTACKSlinkersLike the cult’s assassins, the so-called slinkers are first-generation infected. While lacking the combat abilities of the assassins, Slinkers have an altogether different role. Blinded by loyalty to the cult, and pushed onwards, Slinkers carry a democharge to the enemy, bursting from cover to throw the explosive, often dying in the process (either due to enemy fire, or the explosion itself).WS BS S T W I A Ld SvSlinker 2 2 3 3 1 3 1 8 6+

Special Rules: May only deploy by Deepstrike; Separate deployment; A Slinker may use their democharge in one of two ways: 1) they may throw the democharge in the shooting phase, and follow the normal rules for doing so; 2) A Slinker can use their democharge in the Assault Phase. In this case, they may Run during the shooting phase and make a normal 6” Assault move. At the end of this move, replace the Slinker with a small blast marker for the democharge and resolve the attack as normal. The Slinker is automatically killed in this case.

Liberated Sentinel 0-1It is not long after a cult begins to infect the local militia, that they begin to infiltrate the local Imperial Guard. Within a short amount of time, a commander will be infected and become wholly dedicated to the cult’s cause. With this step, the cult is able to procure weapons that would typically only be available to an actual military. By this point, the cult is elevated to a militia of its own, justified by any number of means._____________WS BS S I A Front Armor Side Armor Rear ArmorLiberated Sentinel 3 3 5 3 1 10 10 10

Liberated Fleet LighterAs the cult grows, it begins to instinctively hunt for ways to escape the planet and thus the coming hive fleet. While the Magus and Patriarch will keep the vast bulk of the cult under control, they will allow a few to escape to unsuspecting ships above, to spread the infection far and wide. One of the ways of control is to allow a few members access to vehicles of flight. The Fleet Lighter is one such vehicle.Lightly armed and armored, Lighters are not common vehicles in combat, used more in a shuttle role. For the cult, however, these vehicles become yet one more way to transport their infection.__________________BS Front Armor Side Armor Rear ArmorLiberated Fleet Lighter 3 11 11 10

Liberated Hell HoundCults will gravitate towards weapons that are good at pacifying a crowd, and few weapons can spark fear like a Hell Hound. Designed to flush enemies out of cover, Hell Hounds are equally adept at driving enemies or populations away from an area, or towards and area where they can more easily be herded and infected.BS Front Armor Side Armor Rear ArmorLiberated Hell Hound 3 12 12 10

HEAVY SUPPORTChurchCalled by several names, a Church is slow-moving transport that displays all manner of loyalties to the cult. It also displays thick armor and many weapons systems. Within its holds, a church can carry a great number of cult members. Not concerned with such niceties as comfort or personal space, the cult members will jam themselves in, filling every available space within the vehicle.Churches are modified from Land Crawlers, large vessels that are formidable in their own right.BS Front Armor Side Armor Rear ArmorChurch 4 14 13 12

Shadow in the Warp: Extends 12” from any member of the unit, +1” for every two members more than 10 in the unit.

Contagii Assassin (0-2) 12Normal humans before being infected, but had weapons training beforehand. They become snipers tasked with taking out the opposition’s leaders. Unit Composition: 3-9. Infiltrate. May use Transport.

Broodlord Hunters (0-3) 60In a suitably large cults, numerous broodlords are born to lead smaller cells of genestealers. In times of great threat, these broodlords gather together to form a heavy-hitting brood of their own. Infiltrate. Fleet. Move through Cover. Psyker. May use Transport (takes two slots).

Hybrid (0-6) 10Third generation can almost pass for human, but possess a single genestealer arm, along with other features (such as baldness) that can give them away. Close combat attacks Rend. Lasrifle or Laspistol and Close Combat Weapon.

WS BS S T W I A Ld Sv Points4 2 3 3 1 5 1 10 5+ 10

Maeglinaci (0-6) 9The second generation of a cult are horrid monsters who only want to create the next generation of stealers. They are heartlessly tossed at the enemy. For +5 points, a Maeglinaci can be given Scything Talons.

WS BS S T W I A Ld Sv Points3 0 4 3 1 4 1 8 5+ 9

Militia (0-2) 30 + StuffOne of a large cult’s first goal is to infect the local militia or Imperial Guard. Not only does this bolster their numbers with trained personnel, but it also reduces the resistance when the Cult finally reveals its presence, calling in the hivefleets. The Militia is an Imperial Guard Infantry Platoon, with all the upgrades and options available to that unit in the Imperial Guard Codex.

Mutant Rabble (0-2) 5In addition to the local militia, the Cult also will call on the disaffected and those who are oppressed by the Empire. Mutants are high on the list, but rarely infected (see Abomination). Autoguns (S3, AP-, Assault 1). Unit Composition: 20-100.

WS BS S T W I A Ld Sv Points3 2 3 3 1 3 2 5 5+ 5

Fast AttackSlinkers (0-3) 12Like the Cult’s assassins, Slinkers are in the first generation of infected. While they lack true combat abilities, they are more than capable of hiding and carrying a democharge into the middle of an enemy. Can only deploy via deepstrike into terrain. Separate deployment. Can throw democharge in the shooting phase, per normal rules (1d6” + scatter), or may run in the shooting phase and make the 6” assault move (if within range). Either way, at the end of the Slinker’s movement, replace the Slinker with a large blast marker. Fleet. Laspistol. Unit Composition: 3-10.

WS BS S T W I A Ld Sv Points2 2 3 3 1 3 1 8 6+ 12

Liberated Sentinel (0-1) 35As particularly large Cults infect the local Imperial Guard, they tend to get their hands on Imperial Guard vehicles. While they won’t have them in large numbers, it’s not unusual for a large, mature cult to have such weapons as a Sentinel or two in their arsenal. Scouts. Move through Cover. Weapons and upgrades per Imperial Guard Codex. Unit Composition (1-3)

WS BS S I A FRONT SIDE REAR Points3 3 5 3 1 10 10 10 35

Liberated Fleet Lighter (0-1) 75As a cult grows large, members, especially purestrain, look for ways to further spread the infection. Typically this is done by stowing away in amongst cargo, but a more terrifying truth is the cult gaining access to vessels capable of bringing them to space in a more direct fashion. Transport 12 wounds. Multilaser. Can function as Skimmer. Unit Compostion: 0-1.

BS FRONT SIDE REAR Points3 10 10 10 75

Liberated Hell Hound (0-1) 130Like Sentinels and Lighters, a cult will tend to gravitate towards weapons good at pacifying a crowd, and few weapons spark fear like a Hell Hound. Designed to flush enemies out of cover, Hell Hounds are equally adept at driving non-infected populations away from an area. …or towards it. Inferno Cannon. Heavy Bolter. Options in Imperial Guard Codex. Fast. Unit Composition: 0-1.

BS FRONT SIDE REAR Points3 12 12 10 130

Heavy SupportLiberated Leman Russ Tank (0-1) 150Rarely, a Cult will acquire particularly deadly and powerful weaponry. When a Cult has infiltrated the local Imperial Guard, they can occasionally grab the main battle tank of the Imperial Guard. Lumbering Behemoth. Weapons and variations can be found in the Imperial Guard Codex. Unit Composition: 0-1.

BS FRONT SIDE REAR Points3 14 13 10 150

Contagii Heavy Weapons Squad (0-3) 60Taken from the local Imperial Guard, now first-generation infected, Heavy Weapons squads are formed from these ranks to fight for the Cult. Heavy weapons squads can be armed with all the options for such units in the Imperial Guard Codex. Unit Composition: 3 Heavy Weapons Teams.

WS BS S T W I A Ld Sv Points3 3 3 3 2 3 2 7 5+ 60

Abomination (0-3) 100Quite often, a mutant will be infected by the Cult. Oftentimes, the offspring are either stillborn or normally functioning. Very rarely, the combination of mutated genes and genestealer DNA lead to a horrific creature barely under the control of the cult. Abominations are huge, ferocious animals capable of slaughtering whole units of the enemy, tearing them apart with claws and teeth. Fleet. Monstrous Creature. Fearless. Stupid: if more than 6” away from a Tyranid unit, the Abomination will charge the nearest enemy, moving as far as possible to do so (no leadership check to avoid). Unit Composition: 0-1.

WS BS S T W I A Ld Sv Points5 0 5 5 3 2 2 7+ 5+ 100

Dedicated TransportsChurch 410Called by several names, a Church is a slow-moving transport that displays all manners of loyalty to the Cult. It also displays thick armor and many weapon systems. Within its holds, a Church can carry a great number of Cult members. Unconcerned with niceties such as comfort or personal space, Cult members will simply jam themselves in, filling every available space within the vehicle. Mobile Moral Booster: friendly units within 12” have a leadership of 10. Weapons: x2 Stubbers. Transport: can carry 50 wounds. Front ramp. (appropriate model is the Gorgon from Forgeworld). Other options per Siege of Vraks book 1.

BS FRONT SIDE REAR Points3 14 14 10 410

Liberated Land Crawler 225Despite its influence, and the possession of deadly units of genestealers, large Cults are still fragile things when facing a true military force such as Space Marines or even the Imperial Guard. As a result, they often repurpose civilian vehicles for military purposes, the larger the better. Landcrawlers are one example. X2 Heavy Bolters. Transport: can carry up to 30 wounds. Rear Ramp. (appropriate model is the Crassus from Forgeworld). Other options are available from the experimental rules for the Crassus located here: http://www.forgeworld.co.uk/Downloads/P ... rassus.pdf

BS FRONT SIDE REAR Points3 14 13 12 225

Liberated Chimera 55More often than not, when a Cult needs to move its forces, it uses the same vehicle the Imperial Guard does. Multilaser. Heavy Bolter. Transport: can carry 12 wounds. Rear Ramp. Other options are in the Imperial Guard Codex.

one way to increase power exponentially for low-cost troops is 'hidden' upgrades. Like the dreaded power-fist in a marine squad, we dread that power fist because we can't kill it due to the other guys taking the wounds for him. This is also a reason why our tyraid troop choices are often below-par from what you expect, and why the orks fare so much better with their power-klawed nob in there.

Now imagine a 20 or 30-strong cheap unit as 'ablative' wounds, who 'escort' some pure-strain genestealers. Or maybe even something better (with S6 power weapons or something). That would suddenly make these cheap units viable.

Yes this is an excellent point, how about combining this with your need for suicide bombers - having them disguised in units but able to assaut out? and/or being able to deepstrike. You might have to limit the unit size to make this fair on your opponent, as it seems neccary that he/she has a chance to kill all the modles and so kill the suiciude bomber. - note this is often how real bombers opperate at checkpoints etc, hidden in an innocuous crowd - giving troops the choice, kill civilians, or have the bomber kill them and the civis...

Overall great ideas, but the thing you are missing fro an insurgency battle is clear; civilians. in 40k terms if an enemy is located (be it cult or any other) in a (imperial) population then the inquisition or whoever else is aware will usually annihalate everyone, civi or foe regardless (as the fluff is so uncaring). If you could re-fluff a little to make the enemy concerned about its civilians (for some realson) than an insergancy should be viable, as they can hide within the civilian population (though this would need some really special rules...). However if they just dont care, you are left with pitched battle revolution, as insurgency would just be wiped out. The US (and allies) would never have had problems (apart from moral ones) in Viet Nam, Iraq or Afghanistan if they could simply kill anyone in the same area as a bomber/insurgent. Finding a needle in a haystack is easy if you burn the haystack!

Awsome work, look forward to your finished list.

_________________Before you make a man your enemy, walk a mile in his shoes. Then, if he does become your enemy, you are a mile away, and he has no shoes!(ancient Klatchian proverb)

I tossed in the scything talon option for the cheap-o unit, the ability to reroll ones for a basic troop should make them pretty nasty in close combat. For the basic (third-generation) troop, their close combat attacks rend, which also makes them pretty brutal, even if they lack the speed and skill of actual genestealers.

Still trying to think up Wargear and upgrades for this army (outside the IG platoon, which has access to the same wargear their regular IG counterparts do). I'm going to be playtesting them pretty extensively through a campaign in the next couple months against Nurgle, Space Marines, Sisters of Battle, Tau, and maybe even IG. Should be a good cross section.